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Kummara and ITB invited Professor Scot Osterweil, Creative Director from MIT Education Arcade to Indonesia to bring awareness that game has a lot of potential. Game can be used not only for entertainment/commercial matters but also for education.

Professor Scot Osterweil still have some agenda in Bandung that we can attend. In Friday, 21 November 2014 he will give a Studium Generale in Padjadjaran University, Jatinangor. In the next day, Saturday, 22 November 2014, we can learn about Game Based Learning in Grapari Digilife Dago, Bandung. This event open for public, specially for teachers and its community. At last, Professor Scot Osterweil will become Keynote Speaker in Indonesia Digital Media Festival on 24 November 2014, that will be held in ITB.

Having Professor Scot Osterweil in Indonesia is a great opportunity for us to learn more about game and its potential. Kummara believe, if we can create better game and optimize the potential of game, we can bring new color of Indonesia’s games.

Last week, Kummara was invited as speaker in “The 1st Indonesia Digital and Social Learning”. The event is presented by Corporate University Telekomunikasi Indonesia (Telkom) with PortalHR, bringing up about strategy, concept, latest trend, research, best-practices, and tips on corporate learning in age of era knowledge sharing and collaboration.

Eko Nugroho as CEO of Kummara explained how serious game and gamification now already become not only an entertainment media, but also corporate solution. Not rare, games are used to deliver brand value, collect data, or even educate employees.

But challenges are there to be faced. Though has great potential, the usage of games as corporate solution is not as easy as its usage of entertainment media. Games as corporate solution have to be not only fun, but also delivering content.

Sunday afternoon, September 14, 2014, our CEO, Eko Nugroho shared about Designing Meaningful Game at Akademi Berbagi Bandung. The sharing is scheduled from 4pm – 5.30pm, but we ended at 6.00pm, because we had a great time with the audience. There are one student, he is still 15 years old, who eager to attend the sharing, and that was surprising us. And not only that, his parents also came.

Eko shared that we are now in gaming era, every element in our lives soon is a game. Game will be everywhere, and come from everywhere, and we can not hide from it. Many parents nbso online casino are still afraid about negative impact of games, but parents also can not always protect their children not to play games. Parent should learn about games, involve and play with our children, so they will know which game is good for their children.
As a game designer, what should we do in this gaming era. It is great if we can make meaningful game or game with good impact. Because game is a problem solving activity, approached with playful attitude.

Many game developer in others country make game not only for entertainment but for change: game for education, health care, game for therapy, fundraising etc. Why don’t we also try to make one.

How to make meaningful game? First, we have to play game seriously. Then, put in our heart, that we want to make a game so we can share something to others. Do research, learn from the expert about the content, and try to make it.
It is our time to give our children, our society more better game.

Hackathon is an event in which developers from various background gather and create a game with specific theme and limited time. Hackathon events that creates game also popularly known as game jam.

Developer involved may act as programmer, artist, designer, or even sound engineer, whatever it takes to create games or apps. Since the time is very limited, usually in about one or two days, the output of hackaton is often in form of prototype. Thus in most hackathon, quality comes second after quantity.

A prototype is a not fully-developed product. To finalize it, developers need to do trial and error, playtesting, and collecting feedback. So for hackathon output to be ready-for-market, a playtest and feedback collection phase is needed. This is what is offered by Prototype Day, an exhibition session specially designed for prototypes.

I had some experiences combined a hackathon with Prototyppe Day, and the result is outstanding. In a short time and nearly zero effort, developers can collect enough data to know how good and acceptable their prototype is. The data is then may be used to improve the quality of the prototypes, resulting in good quality products.

In the end, a hackathon that is combined with Prototype Day can offer quantity as much as quality.

In developing a game, funding is an important factors that unfortunately still one of the weaknesses of the game industry in Indonesia. Talk about funding in the development of a game, there are three alternatives that are currently available: investor, publisher, and also one that become a favorite recently crowdfunding.

Crowdfunding has become an alternative source of new funding that is very tempting for game developers. From indie to professional, crowdfunding opens the opportunity for developers to hook the hearts of the backers (early buyers). Crowdfunding also offers the freedom for developers to develop their own games, and interact directly with their consumers.

Indonesia actually has its own crowdfunding terms, and is entrenched for a long time. Crowdfunding casino online (and also crowdsourcing) in Indonesia is called “gotong royong”.

Indonesia has known gotong royong since at least the independence era. The term, that means working together to achieve shared desire, even had been proposed as ekasila by the first president of Indonesia, Ir. Soekarno.

Another case of crowdfunding success in Indonesia was already often happens, for example, collecting coins for a particular social issue. Even one of the candidates for president of Indonesia in 2014 also did crowdfunding mechanism to finance his campaign.

Indonesia has an essentially close and rooted culture of crowdfunding. What is needed to be addressed then is some adjustments to the mechanism for being able to answer the challenges of the future while still accommodating the characteristics of Indonesian backers.

Nowadays, game has become almost everyone’s need. People love gaming and have their own game preferences.

Another fact in the industry now is that people also are willing to spend money on game, game that they love. But how if a paid game becomes free? Gamer becomes engaged, though the game may not in their preferences.This behavior then opens up an opportunity. Though nothing comes absolutely free, you could design it as such. With a gamification model, the free paid-game then is used to accommodate data collecting.

Game company needs data, so data collecting through free game giveaway seems as much beneficial. The giveaway also can be used to increase the brand awareness of the company or the game itself, through word of mouth or social media virality. But to be remember, find the right method to distribute the giveaway.As such, media becomes the right channel to spread the giveaway news and data collecting. Media has ability to reach market and relatively massive impression. Media also has a (supposedly) neutral standing point that makes gamer to give the data willingly.

I’ve run the collecting data model several times with Segitiga.Net, a game media that I manage. The result is amazing. We are now slowly taking a grasp on Indonesia game industry characteristics.